Closed ASneakyFox closed 9 years ago
The default shader expects weights to be normalized (and fbx-conv normalizes the weights, if they are available). If you want to allow skinned parts to have zero weights (which, I think, you should reconsider), then you'll have to provide your own shader and support this.
I'm not sure if this is an issue with the fbx format or with fbx-conv....
using blender, If you create a rigged model, and dont weight paint some of the meshes on to a deform bone, then export to fbx and convert to g3db.. the unpainted meshes are invisible.
I could see this being useful when creating organic characters and unweighted meshes are probably a mistake and would show up weirdly. But in my case I'm making a spike trap mechanism and I've purposefully left the unanimated portion of the model unpainted